It has been 20 years since the legendary game first launched in North America, giving everyday gamers the means to feel like rock legends. Figuratively speaking, but try telling that anyone who's nailed Free Bird’s four-minute guitar solo before a packed living-room audience.
Created by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match coloured notes moving along the display in time with the music. Every sequence mimicked specific notes, producing the feel of a genuine live show.
Harmonix had already experimented in the music genre before partnering with the publisher, later purchased by the gaming giant during the mid-2000s. Together, they laid the foundations for a surprising billion-dollar franchise which made a significant influence for many of the artists included, introducing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, recalls the initial budgetary hurdles of licensing the songs – despite the fact the first two games mostly used cover versions.
“We reproduced every song because the dollar figure prohibitive,” he explains. “Even with the necessary permissions alone, it proved nearly impossible. We failed to secure bands like the Who – the publisher had virtually no money, and our team was pretty convinced it would fail. But once Guitar Hero became a hit, album purchases and radio play were going up, all artists desired to be in.”
He adds: “Among the remarkable aspects was the number of mothers and fathers reached out expressing gratitude for exposing their kids to the songs they adored. It became an intergenerational phenomenon.”
Timeless Music Gains Younger Fans
Irish group the Answer included Never Too Late on the 2008 game the popular installment. Guitarist Paul Mahon recalls the way the game brought older hits to the forefront: “Guitar Hero provided a larger, new demographic. Typically this had been seen as outdated material, but then when it was included in the game and teenagers discovered it, abruptly it was cool. That legitimised the genre, and got rid of the outdated tag. It provided all our music a new life.”
At that time, the band's debut album remained unreleased in the US, meaning the game was a key medium of discovery for the band as they went on a North American tour supporting the rock giants. “The roadies were playing the song during travel, and some of them recognized us thanks to the game,” Mahon says.
Major Band Titles and Lasting Influence
Rock’s heavyweight names quickly took advantage of the game's success, with Aerosmith, Metallica and others starring in specialized game editions that focused on each band’s catalogue and associated lore, imagery and legendary status. For example, Guitar Hero: Aerosmith, it was said to have made the group greater revenue than any of their records. It sold well over half a million units in its first week, and demand for their songs saw an increase significantly at a time as the industry was already collapsing.
The series still motivates quick-handed fanaticism among its fans. Recently, a streamer completed an impressive attempt of DragonForce’s the challenging track – an infamously tough anthem made popular by the game – on Clone Hero, a freeware game with almost identical mechanics but an array of customisation options. This track is challenging enough on the hardest setting, let alone played at double speed and without missing a single one of the thousands of cues. The streamer claimed it took nine months of practice.
“The game offers a, fantasy thing. If you play Call of Duty, that doesn’t mean you ought to use a real gun and enlist,” says DragonForce guitarist the artist.
DragonForce had already wrapped up a profitable run when their hit appeared on Guitar Hero III, but Li says it made them a household name. “I recall our distributors informing us that our records were moving rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing right ahead of the headliners on the Mayhem festival.”
In fact, DragonForce’s exposure via the game was so immense that it has threatened to eclipsing all other the band has done. Last year, the track was used in promotional material for a major film. “In the past I felt differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, that's fine – everyone’s got a unique path in music and I’m glad we played a role in fans' experiences”.
The Lasting Legacy of a Iconic Controller
The best marketing, be it for cars, apparel or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “Precisely what our team aiming to achieve,” he confirms. “That thrill of being a music icon in the spotlight. Since the beginning, the creators felt that there’s an instinctive human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
The majority installments came out over a mere half-decade between 2005 and 2010, including spin-offs such as the DJ version, complete with a turntable controller, and the band-focused game. After that, corporate focus in plastic instruments waned, except for a short-lived revival in 2015.
Titles like Clone Hero and Fortnite Festival have maintained the community active, with expectations of a new product from the original publisher on the way. A new studio has begun production on its debut music game. Original co-founders are both involved in advisory roles. Are gamers ready to embrace a new entry following the classic?
“Our team believed those games might become like Madden allowing annual update every year,” Dornbrook says. “With abundant fresh tracks that it could be evergreen, thus I remain optimistic. There’s no reason for it to persist for future fans.”